#version 330 core

#extension GL_ARB_separate_shader_objects: enable

#define EGL_VERTEX_SHADER_POSITION          0
#define EGL_VERTEX_SHADER_TEXCOORD          1
#define EGL_VERTEX_SHADER_NORMAL            2
#define EGL_VERTEX_SHADER_COLOR             3

#define EGL_FRAGMENT_SHADER_TEXCOORD        0

uniform mat4 modelViewProjectionMatrix;

layout(location = EGL_VERTEX_SHADER_POSITION) in vec3 vertPosition;
layout(location = EGL_VERTEX_SHADER_TEXCOORD) in vec2 vertTexCoord;

layout(location = EGL_FRAGMENT_SHADER_TEXCOORD) out vec2 fragTexCoord;

void main() {	
	fragTexCoord = vertTexCoord;
	gl_Position = modelViewProjectionMatrix * vec4(vertPosition, 1.0);
}